Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Pathfinder Star Trek
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morrus" data-source="post: 6226269" data-attributes="member: 1"><p>A fully-equipped Starfleet sickbay is a wondrous thing. It's the equivalent of having a high-level cleric on call. A sickbay can heal wounds and diseases, cure afflictions, and even bring people back from 'death'.* Easily available sickbays do reduce the chance of character death; this is OK.</p><p></p><p>Sickbays have levels much like Pathfnder clerics do. This determines what facilities are available, what resources are present, and what capabilities the sickbay has. Think of a sickbay like an NPC cleric. Because the procedures available are level-dependent, it might sometimes be necessary to locate a higher-rated facility for certain medical situatons.</p><p></p><p>A sickbay is assumed to be staffed with medical officers - this includes fully trained doctors and nurses.</p><p></p><table style='width: 100%'><tr><td><span style="font-size: 15px"><strong>Sickbay</strong></span><br /> A sickbay has access to cleric conjuration (healing) spells available to it's level. The sickbay uses the standard <a href="http://paizo.com/pathfinderRPG/prd/classes/cleric.html#_cleric" target="_blank">spells per day table</a> that clerics use, but can only use spells designated as conjuration (healing). The limited number per day represents shipboard resources, staffing levels, and the like. The bonus spells depend on the Wisdom score of the Chief Medical Officer in charge of the sickbay. This is better if it's a PC, but it doesn't have to be.<br /> <br /> Typically a large cruiser will have a level 9+ sickbay. A smaller scout might have a level 5 sickbay. A dilapidated merchant ship may have only a level 1 sickbay.<br /> <br /> Note that the sickbay only gets the spells per day of a cleric. It does NOT gain a cleric's other abilities, such as channeling energy, domains, etc. Medical efforts in a sickbay are technological in nature, and do not require any divine source like that of a cleric. These efforts are referred to as "procedures".<br /> <br /> A sickbay gives a circumstance bonus equal to its level or the Heal ranks of the practitioner (whichever is less) to any Heal checks made within it. So a character with 3 ranks in Heal cannot get more than a +3 bonus, even in a higher rated facility.</td></tr></table><p> *Note that actual resurrection is not possible. Where a character is 'resurrected' he/she was in fact in a near-death state such as a coma.</p><p></p><p>Standard Procedure List:*<p style="margin-left: 20px">0: <em>Stabilize</em></p> <p style="margin-left: 20px">1: <em>Cure Light Wounds</em></p> <p style="margin-left: 20px">2: <em>Cure Moderate Wounds, Delay Poison, Remove Paralysis, Restoration (Lesser)</em></p> <p style="margin-left: 20px">3: <em>Cure Serious Wounds, Remove Blindness/Deafness, Remove Disease</em></p> <p style="margin-left: 20px">4: <em>Cure Critical Wounds, Neutralize Poison, Restoration</em></p> <p style="margin-left: 20px">5: <em>Breath of Life, Cure Light Wounds (Mass), Raise Dead</em></p> <p style="margin-left: 20px">6: <em>Cure Moderate Wounds (Mass), Heal</em></p> <p style="margin-left: 20px">7: <em>Cure Serious Wounds (Mass), Regenerate, Restoration (Greater), Resurrection</em></p> <p style="margin-left: 20px">8: <em>Cure Critical Wounds (Mass)</em></p> <p style="margin-left: 20px">9: <em>Heal (Mass), True Resurrection</em></p> <p style="margin-left: 20px"><em></em></p><p></p><p>*Note that other procedures may exist.</p><p></p><p>[h=3]Facility Procedures Per Day[/h]</p><table style='width: 100%'><tr><td><strong>Level<br /> </strong></td><td><strong>0th<br /> </strong></td><td><strong>1st<br /> </strong></td><td><strong>2nd<br /> </strong></td><td><strong>3rd<br /> </strong></td><td><strong>4th<br /> </strong></td><td><strong>5th<br /> </strong></td><td><strong>6th<br /> </strong></td><td><strong>7th<br /> </strong></td><td><strong>8th<br /> </strong></td><td><strong>9th<br /> </strong></td><td><strong>Example Facility</strong></td></tr><tr><td>1st</td><td>3</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>2nd</td><td>4</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>Orion Privateer</td></tr><tr><td>3rd</td><td>4</td><td>2</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>4th</td><td>4</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>Private Yacht</td></tr><tr><td>5th</td><td>4</td><td>3</td><td>2</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>Scout Vessel</td></tr><tr><td>6th</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>7th</td><td>4</td><td>4</td><td>3</td><td>2</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>8th</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>9th</td><td>4</td><td>4</td><td>4</td><td>3</td><td>2</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>Constitution Class Cruiser</td></tr><tr><td>10th</td><td>4</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>11th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>2</td><td>1</td><td>—</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>12th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td><td>—</td><td>—</td><td>Medical Ship</td></tr><tr><td>13th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>2</td><td>1</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>14th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td><td>—</td><td><br /> </td></tr><tr><td>15th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>2</td><td>1</td><td>—</td><td>Major Starbase</td></tr><tr><td>16th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td>—</td><td><br /> </td></tr><tr><td>17th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>2</td><td>1</td><td><br /> </td></tr><tr><td>18th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td><br /> </td></tr><tr><td>19th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>3</td><td><br /> </td></tr><tr><td>20th</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td><br /> </td></tr></table><p> Bonus procedures per day based on CMO's Wisdom score:</p><p></p><table style='width: 100%'><tr><td><strong>Wisdom<br /> </strong></td><td><strong>0th<br /> </strong></td><td><strong>1st<br /> </strong></td><td><strong>2nd<br /> </strong></td><td><strong>3rd<br /> </strong></td><td><strong>4th<br /> </strong></td><td><strong>5th<br /> </strong></td><td><strong>6th<br /> </strong></td><td><strong>7th<br /> </strong></td><td><strong>8th<br /> </strong></td><td><strong>9th<br /> </strong></td></tr><tr><td>12–13</td><td>—</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>14–15</td><td>—</td><td>1</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>16–17</td><td>—</td><td>1</td><td>1</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>18–19</td><td>—</td><td>1</td><td>1</td><td>1</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>20–21</td><td>—</td><td>2</td><td>1</td><td>1</td><td>1</td><td>1</td><td>—</td><td>—</td><td>—</td><td>—</td></tr><tr><td>22–23</td><td>—</td><td>2</td><td>2</td><td>1</td><td>1</td><td>1</td><td>1</td><td>—</td><td>—</td><td>—</td></tr><tr><td>24–25</td><td>—</td><td>2</td><td>2</td><td>2</td><td>1</td><td>1</td><td>1</td><td>1</td><td>—</td><td>—</td></tr></table><p>[h=3]A Recap of the Heal Skill[/h]</p><p>As mentioned above, a sickbay grants a circumstance bonus to Heal checks equal to its level or to the Heal ranks of the practitioner (whichever is lower). The bonus granted by a Healer's kit does NOT stack with this bonus.</p><p></p><p><strong>Check</strong>: The DC and effect of a Heal check depend on the task you attempt.</p><p></p><p></p><table style='width: 100%'><tr><td><strong>Task<br /> </strong></td><td><strong>DC</strong></td></tr><tr><td>First aid</td><td>15</td></tr><tr><td>Long-term care</td><td>15</td></tr><tr><td>Treat wounds from caltrops, <em>spike growth,</em> or <em>spike stones</em></td><td>15</td></tr><tr><td>Treat deadly wounds</td><td>20</td></tr><tr><td>Treat poison</td><td>Poison's save DC</td></tr><tr><td>Treat disease</td><td>Disease's save DC</td></tr></table><p> <em></em></p><p><em>First Aid</em>: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed (see Conditions for rules on bleed damage).</p><p></p><p> <em></em></p><p><em>Long-Term Care</em>: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.</p><p></p><p> </p><p>You can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.</p><p></p><p> <em></em></p><p><em>Treat Wounds from Caltrops, Spike Growth, or Spike Stones</em>: A creature wounded by stepping on a caltrop moves at half normal speed. A successful Heal check removes this movement penalty. A creature wounded by a <em>spike growth</em> or <em>spike stones</em> spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC.</p><p> </p><p><em></em></p><p><em>Treat Deadly Wounds</em>: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.</p><p></p><p></p><p> <em>Treat Poison</em>: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.</p><p></p><p> <em></em></p><p><em>Treat Disease</em>: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.</p><p></p><p> <strong></strong></p><p><strong>Action</strong>: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a <em>spike growth</em> or <em>spike stones</em> spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.</p><p></p><p> <strong></strong></p><p><strong>Try Again</strong>: Varies. Generally speaking, you can't try a Heal check again without witnessing proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.</p><p></p><p> <strong></strong></p><p><strong>Special</strong>: A character with the Self-Sufficient feat gets a bonus on Heal checks.</p><p></p><p> </p><p>A healer's kit gives you a +2 circumstance bonus on Heal checks.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6226269, member: 1"] A fully-equipped Starfleet sickbay is a wondrous thing. It's the equivalent of having a high-level cleric on call. A sickbay can heal wounds and diseases, cure afflictions, and even bring people back from 'death'.* Easily available sickbays do reduce the chance of character death; this is OK. Sickbays have levels much like Pathfnder clerics do. This determines what facilities are available, what resources are present, and what capabilities the sickbay has. Think of a sickbay like an NPC cleric. Because the procedures available are level-dependent, it might sometimes be necessary to locate a higher-rated facility for certain medical situatons. A sickbay is assumed to be staffed with medical officers - this includes fully trained doctors and nurses. [TABLE="class: outer_border, width: 750"] [TR] [TD][SIZE=4][B]Sickbay[/B][/SIZE] A sickbay has access to cleric conjuration (healing) spells available to it's level. The sickbay uses the standard [URL="http://paizo.com/pathfinderRPG/prd/classes/cleric.html#_cleric"]spells per day table[/URL] that clerics use, but can only use spells designated as conjuration (healing). The limited number per day represents shipboard resources, staffing levels, and the like. The bonus spells depend on the Wisdom score of the Chief Medical Officer in charge of the sickbay. This is better if it's a PC, but it doesn't have to be. Typically a large cruiser will have a level 9+ sickbay. A smaller scout might have a level 5 sickbay. A dilapidated merchant ship may have only a level 1 sickbay. Note that the sickbay only gets the spells per day of a cleric. It does NOT gain a cleric's other abilities, such as channeling energy, domains, etc. Medical efforts in a sickbay are technological in nature, and do not require any divine source like that of a cleric. These efforts are referred to as "procedures". A sickbay gives a circumstance bonus equal to its level or the Heal ranks of the practitioner (whichever is less) to any Heal checks made within it. So a character with 3 ranks in Heal cannot get more than a +3 bonus, even in a higher rated facility.[/TD] [/TR] [/TABLE] *Note that actual resurrection is not possible. Where a character is 'resurrected' he/she was in fact in a near-death state such as a coma. Standard Procedure List:*[INDENT]0: [I]Stabilize[/I] 1: [I]Cure Light Wounds[/I] 2: [I]Cure Moderate Wounds, Delay Poison, Remove Paralysis, Restoration (Lesser)[/I] 3: [I]Cure Serious Wounds, Remove Blindness/Deafness, Remove Disease[/I] 4: [I]Cure Critical Wounds, Neutralize Poison, Restoration[/I] 5: [I]Breath of Life, Cure Light Wounds (Mass), Raise Dead[/I] 6: [I]Cure Moderate Wounds (Mass), Heal[/I] 7: [I]Cure Serious Wounds (Mass), Regenerate, Restoration (Greater), Resurrection[/I] 8: [I]Cure Critical Wounds (Mass)[/I] 9: [I]Heal (Mass), True Resurrection [/I][/INDENT] *Note that other procedures may exist. [h=3]Facility Procedures Per Day[/h] [TABLE="class: outer_border, width: 550"] [TR] [TD][B]Level [/B][/TD] [TD="align: center"][B]0th [/B][/TD] [TD="align: center"][B]1st [/B][/TD] [TD="align: center"][B]2nd [/B][/TD] [TD="align: center"][B]3rd [/B][/TD] [TD="align: center"][B]4th [/B][/TD] [TD="align: center"][B]5th [/B][/TD] [TD="align: center"][B]6th [/B][/TD] [TD="align: center"][B]7th [/B][/TD] [TD="align: center"][B]8th [/B][/TD] [TD="align: center"][B]9th [/B][/TD] [TD="align: center"][B]Example Facility[/B][/TD] [/TR] [TR] [TD]1st[/TD] [TD="align: center"]3[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]2nd[/TD] [TD="align: center"]4[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD]Orion Privateer[/TD] [/TR] [TR] [TD]3rd[/TD] [TD="align: center"]4[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]4th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD]Private Yacht[/TD] [/TR] [TR] [TD]5th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD]Scout Vessel[/TD] [/TR] [TR] [TD]6th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]7th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]8th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]9th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD]Constitution Class Cruiser[/TD] [/TR] [TR] [TD]10th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]11th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]12th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD]Medical Ship[/TD] [/TR] [TR] [TD]13th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]14th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]15th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD]Major Starbase[/TD] [/TR] [TR] [TD]16th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]—[/TD] [TD] [/TD] [/TR] [TR] [TD]17th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD] [/TD] [/TR] [TR] [TD]18th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD="align: center"]2[/TD] [TD] [/TD] [/TR] [TR] [TD]19th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]3[/TD] [TD="align: center"]3[/TD] [TD] [/TD] [/TR] [TR] [TD]20th[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [TD] [/TD] [/TR] [/TABLE] Bonus procedures per day based on CMO's Wisdom score: [TABLE="class: outer_border, width: 500"] [TR] [TD][B]Wisdom [/B][/TD] [TD="align: center"][B]0th [/B][/TD] [TD="align: center"][B]1st [/B][/TD] [TD="align: center"][B]2nd [/B][/TD] [TD="align: center"][B]3rd [/B][/TD] [TD="align: center"][B]4th [/B][/TD] [TD="align: center"][B]5th [/B][/TD] [TD="align: center"][B]6th [/B][/TD] [TD="align: center"][B]7th [/B][/TD] [TD="align: center"][B]8th [/B][/TD] [TD="align: center"][B]9th [/B][/TD] [/TR] [TR] [TD]12–13[/TD] [TD="align: center"]—[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [/TR] [TR] [TD]14–15[/TD] [TD="align: center"]—[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [/TR] [TR] [TD]16–17[/TD] [TD="align: center"]—[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [/TR] [TR] [TD]18–19[/TD] [TD="align: center"]—[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [/TR] [TR] [TD]20–21[/TD] [TD="align: center"]—[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [/TR] [TR] [TD]22–23[/TD] [TD="align: center"]—[/TD] [TD="align: center"]2[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [/TR] [TR] [TD]24–25[/TD] [TD="align: center"]—[/TD] [TD="align: center"]2[/TD] [TD="align: center"]2[/TD] [TD="align: center"]2[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]1[/TD] [TD="align: center"]—[/TD] [TD="align: center"]—[/TD] [/TR] [/TABLE] [h=3]A Recap of the Heal Skill[/h] As mentioned above, a sickbay grants a circumstance bonus to Heal checks equal to its level or to the Heal ranks of the practitioner (whichever is lower). The bonus granted by a Healer's kit does NOT stack with this bonus. [B]Check[/B]: The DC and effect of a Heal check depend on the task you attempt. [TABLE="class: outer_border, width: 500"] [TR] [TD][B]Task [/B][/TD] [TD="align: center"][B]DC[/B][/TD] [/TR] [TR] [TD]First aid[/TD] [TD="align: center"]15[/TD] [/TR] [TR] [TD]Long-term care[/TD] [TD="align: center"]15[/TD] [/TR] [TR] [TD]Treat wounds from caltrops, [I]spike growth,[/I] or [I]spike stones[/I][/TD] [TD="align: center"]15[/TD] [/TR] [TR] [TD]Treat deadly wounds[/TD] [TD="align: center"]20[/TD] [/TR] [TR] [TD]Treat poison[/TD] [TD="align: center"]Poison's save DC[/TD] [/TR] [TR] [TD]Treat disease[/TD] [TD="align: center"]Disease's save DC[/TD] [/TR] [/TABLE] [I] First Aid[/I]: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed (see Conditions for rules on bleed damage). [I] Long-Term Care[/I]: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. You can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. [I] Treat Wounds from Caltrops, Spike Growth, or Spike Stones[/I]: A creature wounded by stepping on a caltrop moves at half normal speed. A successful Heal check removes this movement penalty. A creature wounded by a [I]spike growth[/I] or [I]spike stones[/I] spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC. [I] Treat Deadly Wounds[/I]: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack. [I]Treat Poison[/I]: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison. [I] Treat Disease[/I]: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease. [B] Action[/B]: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a [I]spike growth[/I] or [I]spike stones[/I] spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity. [B] Try Again[/B]: Varies. Generally speaking, you can't try a Heal check again without witnessing proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive. [B] Special[/B]: A character with the Self-Sufficient feat gets a bonus on Heal checks. A healer's kit gives you a +2 circumstance bonus on Heal checks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Pathfinder Star Trek
Top